Summertime Spells

It’s still Summer Week here at Necromancers of the Northwest, and while the undead servants are out getting a tan, we’re stuck inside wracking our brains over new spells to unleash the fury of summer upon our foes. This week’s spells have all been inspired by this glorious time of year, and I hope you’re as eager to try them out as I am.

You unleash a bolt of smoking flame which explodes in a cloud which burns the target and surrounds him with magically infused smoke. This spell requires a ranged touch attack. If you hit, the target immediately suffers 1d6 points of fire damage per caster level (to a maximum of 20d6 at 20th level), and is surrounded by a heavy smoke, which lasts for 1 round per caster level. Each round, the target must succeed on a Fortitude save or suffer a cumulative -1 penalty to his Strength and Dexterity scores as he is slowly smoked to perfection.

Your eldritch words carry along the wind and cause the sands around you to swirl and form a huge, crenellated tower of pure sand and magic. This spell must be cast outside in a sandy area. At the point you designate, you create a huge tower of sand which is 15 feet by 15 feet and 30 feet tall, with space enough for 9 Medium creatures inside. The tower is featureless, and characters attempting to enter or leave the tower must destroy a wall in order to do so. The walls of the tower have hardness 4 and 10 hit points per caster level, to a maximum of 100 hit points at 10th level. Characters within the area where the tower is created may attempt a Reflex save in order to escape the tower as it is being constructed, with success indicating that the character arrives safely in any square adjacent to the tower.

You imbue the target with an extreme sensitivity to light, causing him to suffer persistent painful burns which leave hideous red marks on his skin. The target’s skin becomes sensitive, causing him to suffer 2d6 points of fire damage every round he remains in an area of bright light. If the target is in an area of bright natural sunlight, he suffers 4d6 points of fire damage instead. Additionally, each round the target suffers damage, he must succeed a Fortitude save or have his skin become even more fragile, causing him to suffer 1.5 times as much damage from any weapon attack made in the following round.